reticle

Docs

Reticle documentation

How to generate a kit, what you get, and how to bring it into your engine.

Quickstart

  1. Describe the screen you need, such as Inventory screen for a dark fantasy RPG.
  2. Pick a target engine: Godot, Unity, Unreal or Roblox.
  3. Review the kit. Every component shows its slice borders and states, and you can adjust either before exporting.
  4. Export the kit and add the folder to your project.

What's in a kit

A kit is a set of components that share one art direction. Each component has:

  • Slice borders, so it stretches to any size without distorting its corners.
  • States for normal, hover, pressed and disabled, on every interactive component.
  • Engine metadata, such as Godot StyleBoxTexture margins, Unity sprite borders or Unreal brush margins.

Every kit can include these components:

  • panel_frame
  • button_primary
  • button_secondary
  • slot_item
  • tab
  • progress_bar
  • tooltip
  • scrollbar

Engine exports

Godot

A theme.tres Theme resource with StyleBoxTexture margins already set. Assign it to a root Control and every child inherits the kit.

Unity

Sprites with 9-slice borders and state groups, prefabs for uGUI, and a UI Toolkit stylesheet. Copy the ReticleKit folder into Assets.

Unreal

Textures with brush margins set for UMG, plus WBP_KitSample, a widget that shows every component.

Roblox

A model file with ScreenGui instances, SliceCenter already set, and a small module for switching states. Insert it into ReplicatedStorage.

Styles

A style is the art direction a kit was generated with. Lock a style to generate new components that match an existing kit. Style lock is available on the Indie and Studio plans.

Next steps

Generate kits from your own tools with the API, or contact us with questions.

Early access

Get early access to Reticle.

We're opening to developers in small batches. Leave your email and we'll send an invite when your spot is ready.